"Vile, disgusting, selfish cowards. But back them to a wall and you had better run for your life.." Elliuen Elf Ranger after escaping from the V'K'kraan'ck.

Racial Attributes
They are strong and intelligent but lack grace and staying power.

Strength +2
Dexterity -2
Intelligence +2
Charisma -2

Size: Medium
Alignment: Always non-good, non-chaotic.

Incarnum attuned: +2 bonus points of essentia.
Martial Focus: You can only learn maneuvers from Iron Heart, Diamond Mind and Stone Dragon. If a class you have does not have these on it's list then these are added.
Lowlight Vision: (See Core)
Eternal Hunger: V'K'kraan'ck must eat twice as much food as normal.

Energy Drain (Su): An ancient one may make a touch attack that deals 1D4+1 points of intelligence drain. The ancient one heals 5 HP per point of Intelligence drained in this way. Excess HP are wasted.
The energy drain from this bypasses all immunity to energy drain and ability score damage.

Create Spawn (Su): Any non-V'K'kraan'ck living creature reduced to 0 by the ancient one's energy may be turned into a permanent Incarnum Zombie by the ancient one expending 1 Incarnum point per HD of the drained creature. This Zombie remains under the control of that ancient one and does not count toward normal incarnum zombie control limit. However only 2x(HD+Intelligence bonus) of these zombie spawn may be controlled at any time.

Ageless (Ex): Ancient ones cannot die of old age and do not suffer aging penalties.

Perfect Health (Ex): Ancient ones are immune to all poisons and disease. Natural and magical.

Sleepy (Ex): An Ancient one can only remain awake for 1 day per point of intelligence score he has drained. He must sleep for 7 days at the end of each month regardless. This sleep is automatic and cannot be resisted.

Alternative food supply (Ex): An Ancient one does not require normal food for 1 day per point of intelligence bonus he has drained.

Breathless (Ex): An Ancient one is not required to breath for 1 day per point of intelligence bonus he has drained.

Soul of the Courtblade :
Pre-requisites: Cobalt Power, Exotic Weapon Proficiency(Nik'tch Courtblade), Strength 15+
Benefits: 1 Essentia invested in Cobalt Power may be spent as a move action to increase the damage dealt by the next successful hit made by the courtblade by 1 dice (+1D8 for medium). The spent essentia cannot be recovered until the following day as normal.
You gain 1 point of Essentia.

[I]Heart of the Courtblade :
Pre-requisites: Soul of the Courtblade, Stone Power
Benefits: 1 Essentia invested in Cobalt Power may be spent as a move action to recover 1 Maneuver instantly.The spent essentia cannot be recovered until the following day as normal.
You gain 1 point of Essentia.

[I]Nik'tch Courtblade:
A Nik'tch Courtblade is a massive blade made for battle and dueling capable of slicing through most armor and even stone. Anyone wielding the blade needs a minimum strength of 13 as well as the Exotic Weapon Proficiency to use the blade without penalty. In addition anyone with the Power Attack feat counts as having the Cleave Feat while using it and receive +2 on sunder attempts.
Nik'tch Courtblade's are always of masterwork quality. They can only be made by a craftsman with the Forge Nik'tch Courtblade feat.

A Nik'tch Courtblade is a racial weapon for the V'K'kraan'ck race. They count as having the Exotic Weapon feat for the weapon.

Attunement (Su):
Chose one:
Mage: Begin with a spell book with Intelligence bonus +3 level 1 spells and all level 0 spells. Arcane caster level of 2. You can memorise and cast one of these spells per day. Spells are Arcane Intelligence based as per wizard. If you take levels in Wizard then you gain a bonus first level spell slot and +2 Caster level instead (you keep the spells in your book however). Feat must be Magical Aptitude. Must be Lawful.

Devoted: As mage but with Divine spells chosen from Paladin spell list. Primary stat is Wisdom. No spell book. Gain bonus to caster level and bonus slot if take levels in Cleric. Feat must be Investigator. Must be Evil.

Skilled: Gain 3 more skills as class skills and +2 skill points per level. Feat may be any of player's chosing. Good Reflex saves also.

Races: Almost entirely V'K'kraan'ck. Others may sometimes learn the ways of the Nik'tch Master however.

Role: Primary Melee fighter.

GAME RULE INFORMATION
Nik'tch Master's have the following game statistics.
Abilities: Strength and Intelligence are essential for the class abilities. Dexterity and Constitution also assist as this is a front line melee class.
Alignment: Lawful Evil
Hit Die: 1D10
Starting Gold: 3D4x10

Evasion (Ex):
At 6th level and higher, a Nik'tch Master can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Nik'tch Master is wearing light armor or no armor. A helpless Nik'tch Master does not gain the benefit of evasion.

Improved Evasion (Ex):
At 18th level a Nik'tch Master always takes only half damage if he fails a Reflex save and no damage if he succeeds.

Mettle (Ex):
At 3rd level and higher, a Nik'tch Master can endure even magical and unusual attacks. If he makes a successful Fortitude or Will saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Improved Mettle (Ex):
At 9th level a Nik'tch Master always takes only half damage if he fails a Fortitude or Will save and no damage if he succeeds.

Uncanny Dodge (Ex):
At 13th level, a Nik'tch Master retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Nik'tch Master already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Class Features
All of the following are class features of the V'K'kraan'ck Zombiemaster.

Arcane Spellcasting
V'K'kraan'ck Zombiemaster learns to cast a number of Arcane spells per day (as shown in the table below). Bonus Arcane spells, Spell DCs and maximum spell level are based on the Zombiemaster's Intelligence score.

Spellbook
Like a Wizard, Zombiemaster's keep a spellbook (See Wizard in PHB for rules). At each Zombiemaster level they gain 1 new spell known from a level they can cast, chosen from the Wizard/Sorcerer list, in the following schools only: Abjuration, Conjuration, Divination, Incarnum, Necromancy or Universal.
They may find and scribe any Arcane spell from any school into their book just as a Wizard.

Necrocarnum Zombiemaster
Same as Necrocarnate except also increases Necrocarnate Zombie control capacity. Multiplier increases by 1 for every 2 levels in V'K'kraan'ck Zombiemaster.

Essentia Trap
As Necrocarnate

Zombiemaster Focus:
You may chose up to two of the follow focus areas should you qualify for them. You may not chose both hot and cold.
Note: Bonus spells are added into the Zombiemaster's spellbook for free even if he/she cannot yet cast them.

You receive the following if you had Drift Magic as a feat before entering into this class:
Heat Spells [1st level]

I'm suprsied the V'K'kraan'ck don't have a racial ability to treat the Nik'tch courtblade as a martial weapon. Can't really comment on the rest till its done.

Gaiyamato

2012-04-01, 05:11 AM

I thought about that or maybe giving them EWP with the weapon for free.
My concern is that they are too powerful for an LA+0 race already is all.

Mangles

2012-04-01, 07:38 AM

With two +4 to stats and only one -2. Yes they probably are. Powerful Build is also very sought after for certain builds as its large without the penalties. Not sure about the Incarnum boost but still your adding more. The downfall of exhaustion is really minor unless your playing in a campaign that requires them a lot.

2 RHD still add to a character though and they can't be bought off, but you need to specify what type of creature they are so that we know what sort of HD you are giving out.

Gaiyamato

2012-04-01, 08:26 AM

I am thinking that I might remove powerful build anyway. It does not quite suit them.

The 2RHD will be quite good actually, but a sacrifice nonetheless.

Empedocles

2012-04-02, 12:17 PM

What's the idea behind the V'k'kraan'ck master?

Empedocles

2012-04-09, 05:11 PM

Quick idea for a new image:http://i.imgur.com/vTtlRl.jpg

Gaiyamato

2012-04-09, 08:53 PM

That could work for the next prestige class actually.

Gaiyamato

2013-11-29, 06:43 PM

New V'k'kraan'ck Alternative Class Features

Aristocrat
Aristocrat is one of the most favoured classes for V'k'kraan'ck elite. The noble families of the V'k'kraan'ck society vie constantly for power and form an ever-shifting and changing complex mess of alliances and plots - most often assassination or finding ways to force a rival to lose face.
This is the reverse of the Drow who outwardly seem cold and distant, rigid and ordered yet secretly plot against one another constantly. The V'k'kraan'ck openly display their contempt, having little patience for subtle politics. They screech and yell at one another, slay each other openly in the street and frequently ignore orders from those they decide are not above them.
V'k'kraan'ck as a race may be Lawful, however their society does not make many laws or rigid traditions to keep things civil. Preferring an almost natural selection approach to dealing with problems.
Rulers survive through centralising power and ruling as Tyrants.

Devoted V'k'kraan'ck count Aristocrat levels as Cleric levels for increasing caster level. They gain 1 level 1 spell slot and may select a single Domain, though they do not gain the Domain power (unless they later take levels in Cleric). The level 1 spell in this domain counts as known. Every 5th level in Aristocrat (5, 10, 15) gain a slot and known spell 1 higher than the highest currently able to be case (so level 2, 3 and 4). At 2nd level gain Rebuke Undead and Devils as a cleric equal to Aristocrat level -2.

Skilled V'k'kraan'ck may continue good reflex saves for Aristocrat levels and all RHD class skills continue to count as class skills for Aristocrat levels. At first level in Aristocrat gain Poison Use (as per Assassin). At 3rd level Aristocrat and every 4 levels after gain Sneak Attack +1D6. At 5th level Aristocrat and every 5 levels after gain a level of Skirmish (see Scout).

All V'k'kraan'ck Aristocrats gain a bonus feat at levels 6, 12 and 18 that they may use for any feat they qualify for.

GAME RULE INFORMATION
V'k'kraan'ck Elder Noble's have the following game statistics.
Abilities: Charisma and Intelligence are the most important ability scores for this class. Wisdom is also useful for many class skills.

Class Features
All of the following are class features of the V'k'kraan'ck Elder Noble

V'K'kraan'ck Casting
Spell slots gained at each level are cumulative and may be assigned to any level of spells you can currently cast upon attaining that level. Assigning a bonus slot is permanent. In order to assign a slot to a spell level the lower level must have the same or more spell slots assigned to it already. You may assign as many level 0 spell slots as you like.
V'K'kraan'ck who cannot cast spells become a spontaneous arcane caster using Charisma as their primary score, gain 1 bonus level 1 spell slot, and may chose spells from the Assassins list and the Tyranny Domain.

If you accrue 2 slots in your highest available spell level (and thus every level lower) then you may spend 1 Slot point on gaining an additional level of spells to cast.

Undead Leadership
Gain Undead Leadership as a bonus feat even if you do not meet the requirements for it.

Necrocarnum Infusion
You gain the ability to shape a single Soulmeld. You also may bind a single soulmeld to your Crown Chakra. You also gain knowledge of the the Necrocarnum circlet soulmeld.
You count as having the Necrocarnum Acolyte feat for prestige and feat requirements (you do not gain the benefit of the feat unless you take the feat).

Return the lost darkness
Delving into the language of Dark Speech you start to unravel some of it's mysteries. You may spend skill points in Dark Speech as a language. Using the language incurs damage if spoken aloud or written down (See book of Vile Darkness). You count as having the Dark Speech feat if you have at least 1 rank in Speak Language(Dark Speech). You cannot perform any of the beneficial effects of Dark Speech without the feat.
Should you take the Dark Speech feat and have a rank in Speak Language(Dark Speech), you suffer only half of the Ability Score damage it inflicts if you use it.

Rule the weak
Gain the Followers (http://www.purpleduckgames.com/ffollowers) feat as a bonus feat. If you already possess it this counts as a second selection of the feat. Also gain Assemble the Horde (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Assemble_the_Horde) as a bonus feat. It applies to your free Followers feat only.
You may not gain followers above 3rd level from this instance of this feat (though count all total potential followers for the purpose of Assemble the Horde).
All followers must be V'K'kraan'ck Aristocrats. (1sts level are V'K'kraan'ck with 1 RHD, 2nd level are V'K'kraan'ck with 2 RHD, 3rd level have 1 level of Aristocrat with the Racial ACF.)

Stronger than thou
You may add your highest Ability score as a racial bonus to all Intimidate, Gather Information and Knowledge checks and your Undead Leadership Score.

Using dark incantations, souls, the extracted pain of hundreds of human slaves and vast amounts of negative energy the V'k'kraan'ck magically combined young Tyrannosaurus' and Chromatic wyrmling Dragons with enslaved V'k'kraan'ck minor nobles and Baaz Draconians through a hideous, painful, complicated and very lengthy process. The resultant creatures were entirely insane and required much "conditioning" and training before they could be used as mounts.

Rend
If the Da'raak'en'volt hits with both of it's claw attacks in a single combat round, it's bite attack automatically hits for that round.

Improved Grab
If the Da'raak'en'volt hits with both of it's claw attacks in the same combat round, then it may initiate an immediate grapple for free. See Improved Grab for more details.

Trained Mount
V'k'kraan'ck riding a Da'raak'en'volt into battle gain +2 to their ride score. The Da'raak'en'volt counts as a trained Warbeast. No further templates may be added to it.

V'k'kraan'ck Conditioning
Only V'k'kraan'ck may ride a Da'raak'en'volt. The Da'raak'en'volt will attack anyone else attempting to ride, harness it or touch it any way. Any V'k'kraan'ck may give a Da'raak'en'volt commands as if the Da'raak'en'volt was charmed.

Driven mad
Da'raak'en'volt are completely immune to mind affecting spells and effects.
During combat if they have sustained more than half of their hp in battle a Da'raak'en'volt must make a Will save DC 18 or be confused for 1D3 rounds.

Fragmented soul
Da'raak'en'volt cannot be raised as undead or resurrected. A miracle spell can return a slain Da'raak'en'volt back to life (but not unlife).

Pushing the limit
Da'raak'en'volt cannot have any more templates applied to them.

+5 Toughness unless Silver Good aligned weapons are used.
Sr 22
Heal 1 wound every 10 combat rounds if less than full wounds
+5 Toughness is attacked with Cold or Electricity damage
Must take a DC 18 Will save if at half or lower wounds or be subject to confusion for that combat round.

inuyasha

2013-12-01, 01:19 AM

is anybody going to comment on how the name of the race shown in the picture is actually called the skeksis?

Gaiyamato

2013-12-01, 01:24 AM

is anybody going to comment on how the name of the race shown in the picture is actually called the skeksis?

We all already know. lol?
They are modelled off the Skeksis, but I have taken them further. :smallsmile: